Apply Cohen’s characteristics* to video game addition. Illustrate each characteristic, using materials provided (e.g., Week 11 PPT and reading, podcast).  *All four of Cohen’s characteristics may not fully apply (e.g., you are unable to detect a rise and fall of attention). You should still address this in your response (e.g., note that the example you selected is ongoing and time will tell whether interest wanes).

Social Psychology (10th Edition)
10th Edition
ISBN:9780134641287
Author:Elliot Aronson, Timothy D. Wilson, Robin M. Akert, Samuel R. Sommers
Publisher:Elliot Aronson, Timothy D. Wilson, Robin M. Akert, Samuel R. Sommers
Chapter1: Introducing Social Psychology
Section: Chapter Questions
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For this analysis, I have chosen the moral panic of "video game addiction" that has been prevalent in society for over a decade. The fear that video games are addictive has led to concerns about their effects on young people, with some experts suggesting that they can lead to violence, addiction, and a range of other problems.

  • Review Deviance, Crime and Social Control reading  https://ecampusontario.pressbooks.pub/aurinisoc101/chapter/chapter-7-deviance-crime-and-social-control/
  • Chohen, Stanley. 2002. Folk Devils and Moral Panics: The creation of the Mods and Rockers London and New York: Routledge, Introduction to the Thrid Edition: Pages 6 - 26
  • Listen to one “Fear Not” Podcast (about 20-25 minutes;)

1.  Apply Cohen’s characteristics* to video game addition. Illustrate each characteristic, using materials provided (e.g., Week 11 PPT and reading, podcast).  *All four of Cohen’s characteristics may not fully apply (e.g., you are unable to detect a rise and fall of attention). You should still address this in your response (e.g., note that the example you selected is ongoing and time will tell whether interest wanes). 

2.  Does video game addiction illustrate Glassner’s “culture of fear” thesis? How or how not? What role do moral entrepreneurs play? Provide examples, using materials provided (e.g., Week 11 PPT and reading, podcast)

3. Apply one sociological perspective (e.g., structural functionalism) OR concept (e.g., social control) to video game addiction. Demonstrate how it is a suitable illustration of this perspective or concept. [Tip: Before applying your example, define and/or explain the perspective or concept].

4. Discuss one methodological issue (e.g., correlation versus causation; cognitive bias, misleading graphs, an ethical issue) presented throughout the course. Apply it to video game addiction and demonstrate how it is a suitable illustration of this methodological issue. Define the methodological issue. 

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